using System.Runtime.InteropServices;
using VRage;
using VRageMath;

namespace VRageRender
{
	[StructLayout(LayoutKind.Sequential, Pack = 1)]
	public struct MyTextureDebugMultipliers
	{
		public float AlbedoMultiplier;

		public float MetalnessMultiplier;

		public float GlossMultiplier;

		public float AoMultiplier;

		public float EmissiveMultiplier;

		public float ColorMaskMultiplier;

		public float AlbedoShift;

		public float MetalnessShift;

		public float GlossShift;

		public float AoShift;

		public float EmissiveShift;

		public float ColorMaskShift;

		public Vector4 ColorizeHSV;

		[StructDefault]
		public static readonly MyTextureDebugMultipliers Defaults = new MyTextureDebugMultipliers
		{
			AlbedoMultiplier = 1f,
			MetalnessMultiplier = 1f,
			GlossMultiplier = 1f,
			AoMultiplier = 1f,
			EmissiveMultiplier = 1f,
			ColorMaskMultiplier = 1f,
			ColorizeHSV = new Vector4(0f, 0.8f, -0.1f, 0f)
		};
	}
}
